"Go to the sign of Harvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Tuesday, January 31, 2017

Beyond the borders of the Third Imperium, the Interstellar Scout
Service seeks out strange new worlds! A Scout has to be ready for
anything . . . or die. This book describes the Scouts' organization,
equipment, starships (with deck plans including the Express Boat, Donosev-class Survey Scout, Khadumir-class Fast Courier, and Purcell-class
Express Boat Tender) and typical missions. To make running a Scouts
campaign easy, it also details the whole process of exploration, from
the initial sighting of a new star system to the integration of a world
into the Imperium.

First In includes a world-building sequence based on
the most recent scientific discoveries. Game Masters can now design
realistic star systems, worlds and civilizations. The system can be used
for GURPS Traveller, or easily adapted to any other science-fiction RPG."

Sunday, January 29, 2017

"Behind The Claw: Slang phrase referring to those regions of
the Third Imperium lying beyond the Great Rift. Almost a year from the
Capital by Xboat, the Spinward Marches is a frontier region, scene of
five Frontier Wars and innumerable skirmishes. The Marches are one of
the most troubled regions of the entire Imperium.

Behind The Claw details the Spinward Marches, a complete
sector of space. Over four hundred star systems are described in detail,
along with essays on the Imperial Nobility and system of government, a
detailed history of the region, referee's information, current events
and a wealth of adventure material. The setting is rich and diverse,
with unlimited scope for adventuring.

The Spinward Marches was first sector to be covered in the original Traveller background, and it is where the vast majority of campaigns are set. In many ways, it is Traveller's "home."

Saturday, January 28, 2017

The Solomani Rim stands at the center of Human and Imperial history.
It is home to the Solomani Confederation, an aggressive empire of Human
supremacists eager to back their beliefs with force. Adventurers
entering the Solomani Rim will discover some of the Imperium's oldest
and most developed worlds – and some of its greatest dangers.

Rim of Fire describes more than 400 worlds and star systems . . . Imperial, Solomani, Vegan and rebellious. It also describes:

The Solomani Confederation, and the iron-fisted SolSec that keeps the populace in line.

Friday, January 27, 2017

Welcome to The Village. You'll be staying here for a long time. Experience the tension and thrills of No. 6, The Prisoner,
fighting to maintain his freedom against No. 2 and the masters of The
Village. Only this time, you aren't sitting in front of the TV, unable
to help. This time, you're involved, a prisoner yourself. What will you
do when you find yourself captured, drugged, harassed, your every move
anticipated by unseen monitors? Will you give in? Or will you fight back
against the forces of conformity and defeat? Just how strong are you?

This is the authorized roleplaying worldbook for The Prisoner,
the classic British series starring Patrick McGoohan. It describes The
Village and its inhabitants, both wardens and prisoners. It also covers
the weird science available to No. 2 (the Chairman of The Village), and
tells how to prepare and run a Prisoner campaign, in The Village
or elsewhere, with special emphasis on roleplaying paranoia and keeping
the players guessing! A short adventure, "Arrival," introduces a party
of prisoners into The Village.

Also included are a bibliography of Prisoner material and synopses of all seventeen episodes.

This book is designed for use with the GURPS Basic Set, but can be used as a sourcebook for any other roleplaying system."

"Where am I?"
"In The Village.""What do you want?"
"Information.""Whose side are you on?"
"That would be telling. We want information . . . information . . . information.""You won't get it."
"By hook or by crook, we will.""Who are you?"
"The new No. 2.""Who is No. 1?"
"You are No. 6.""I am not a number! I am a free man!"

Thursday, January 26, 2017

The supers are here! Costumed crusaders fighting against the forces
of evil . . . monstrous villains terrorizing the world . . . your
creations are only limited by your imagination! GURPS Supers
lets you create real heroes and real villains, each fully defined in
both power and personality – not just combat monsters. The second
edition of GURPS Supers introduces system improvements to let you create superpowers the way you want to run them!"

Wednesday, January 25, 2017

There's no business like show business, and Deathwish knows how to
put on a show! The show has strobe lights, laser effects, smoke
machines, and enough wattage to deafen even the most hardcore rockers.
But strange things are starting to happen at Deathwish shows – a
shooting here, a stabbing there, and the occasional full-blown riot to
make things interesting. Add to this mixture a sinister group of
meta-villains whose tastes run more to museum robberies than to guitars
and drums, and you've got a mystery on your hands!

Deathwish is an adventure for three or more 500-point
supers. The investigation spans coast-to-coast with stops in Los
Angeles, Denver, and several other cities across the U.S.

Deathwish includes:

Complete descriptions of the bands Deathwish and Sinister Drums (including a Deathwish Discography).

Detailed maps of concert sites, villain headquarters, and other important areas.

Several NPCs that can be used in an ongoing campaign.

Adventure seeds that make this a perfect sourcebook for continuing adventure even after the initial investigation is over.

Tuesday, January 24, 2017

"GURPS Steampunk won the Origins Award for Best RPG
Supplement of 2000. Then it sold out! Now it's back in print in a new
deluxe hardcover edition with the same great full-color cover art.
Written by William H. Stoddard, this book combines the mood of cyberpunk
with the setting of an alternate Industrial Age, where computers run on
steam power, walking colossi stalk the battlefields, flying ironclads
rule the skies, and science is the new frontier. It covers the real
events, politics, and personalities of the Industrial Age, as well as
the weird science that could have been created . . . vehicles, robots,
airships, and more."

Monday, January 23, 2017

Patrol, trade and Xboat routes are the lifelines of the Imperium, and
starports are the anchors to which they are tethered. Serving as trade
centers, customs offices and outposts of civilization, starports play a
central role in the lives of starfarers, and are a crucial source of
goods, wealth, and information for even the most planetbound of souls.
At the same time, they are havens for smugglers, fugitives and black
marketeers.

Starports classifies standard starports and describes
their facilities, organization and functions. It includes plans of
typical spaceports from the Spinward Marches (including Mora, Graniff
Field on Raydrad, Rech, Dhian, and Alell) and guidelines for starport
adventures and encounters. There are also character templates for
starport denizens, descriptions and floor plans of key locations, and
deck plans for customs, liaison, and emergency spacecraft and some
common starport ground vehicles.

Starports is designed to complement the Far Trader and Starships supplements, and offers a rich and detailed setting for a wide variety of adventures and campaigns in the GURPS Traveller universe."

Sunday, January 22, 2017

"The Third Edition of this popular military sourcebook is massively
updated and lengthened. Roleplay behind-the-lines strikes, hostage
rescue, guerrilla warfare, and other special-ops missions. There's lots
of detail on weaponry and information on the world's top
unconventional-warfare units . . . Rangers, Delta Force, Spetsnaz,
SEALs, Special Air Service, Sayeret Matkal, and more."

Saturday, January 21, 2017

Welcome to quaint, old-fashioned Anson, where life proceeds at the
leisurely and graceful pace of the 20th century. Forget the rush and
bustle of spacefaring civilization and learn the simple pleasures of:

Friday, January 20, 2017

In the outer reaches of the galaxy, life can take weird forms indeed. The GURPS Space Bestiary presents over 300 extraterrestrial creatures for the science fiction roleplaying campaign.

In addition to strange and dangerous variations on earthly animals,
this book contains examples of silicon life, crystalline creatures,
energy and liquid beings, vacuum dwellers and many more bizarre
lifeforms.

Inside you'll find fierce predators, treacherous trappers, gigantic
herd beasts, carnivorous plants, scientific curiosities and valuable
rarities. All are completely defined and cross-referenced to make it
easy for the Game Master to pick just the right creatures to populate
his campaign world . . . and there are over 100 detailed illustrations.

The creatures are organized according to habitat, including every
earth-type environment, plus interstellar space and other exotic,
hostile places where man could never survive. There is even a special
section on the pets and domestic animals of a spacefaring society!

The Space Bestiary isn't just for GMs running a GURPS Space
campaign. A fantasy, horror or post-holocaust game needs strange
monsters too. And some of the nastier beasts can even challenge a team
of supers!

Also included is advice for the GM who wants to create his own
creatures – features to emphasize, creative ways to let the beasts
interact with the PCs, and hints for devising ecologically sound and
believable animals – and a bibliography of science-fiction source
material."

Tuesday, January 17, 2017

A classic becomes classier in this updating of the definitive guide to science-fiction roleplaying. Previous editions of GURPS Space
offered a comprehensive set of tools to design your own starfaring
campaigns, from space opera to hard science with any stop in between.
Substantially revised and expanded, the Third Edition:

Upgrades the spaceship design and space combat systems!

Ensures that recent, popular science-fiction cinema and television settings will be easily simulated!

Updates the rules to conform with changes since the last edition brought about by GURPS Compendium I, Traveller, Ultra-Tech 2, and Vehicles.

In addition to the above topics, GURPS Space offers an
inventory of science-fiction equipment from lasers to force swords,
treatment of classic science-fiction character types, advice on creating
planets and the cultures that inhabit them, and much more!"

Monday, January 16, 2017

The Space Atlas is your guide to the 28 star systems of the
Old Frontiers Sector. On the edge of explored space, you'll find the
bazaars of Bollux, the rival religious fanatics of Bannar and Drayhoah,
the carnivorous plants of Talisman . . . adventures galore.

Each world description includes a complete Planetary Record Sheet,
with an overview of the whole star system and a detailed description of
the planet itself, using GURPS Space
format . . . planetary map, atmosphere and gravity, day and year
length, population, government, resources, economy, biosphere and
special features. Some worlds include descriptions and game statistics
for people, animals, plants or vehicles found on that planet. Adventure
suggestions are included for every world.

The Space Atlas is designed to fit into any campaign.
You can use the worlds together (maps of the whole Old Frontiers sector
are included), or choose individual worlds and fit them into an existing
campaign. The book's introduction includes historical and background
information to fit the Corporate Worlds into four different universes:
Anarchy, Alliance, Federation, or Interstellar Empire.

The Space Atlas is designed specifically for GURPS Space, but can be used by the GM of any interstellar roleplaying campaign."

The ominous shadows of the past loom over the present. The forces of
reason man the last barricade against superstition, medieval barbarism,
and ancient nightmares. Will you stand against the darkness?"

Saturday, January 14, 2017

"We seek him here, we seek him there
Those Frenchies seek him everywhere.
Is he in Heaven? Is he in Hell?
That demmed elusive Pimpernel!"

So runs the verse about the darling of Regency London . . . the
Scarlet Pimpernel, elusive rescuer of the victims of the French
Revolution. The streets in Paris are awash in blood as Robespierre
orders hundred to the guillotine, yet this unknown Englishman and his
brave band continue to spirit the innocent to safety in England.

Who is this Scarlet Pimpernel? Why does he risk life and honor in a
land not his own? And who is brave enough to forsake the Prince Regent's
glittering court to join the Pimpernel under the very shadow of Madame
la Guillotine?

Scarlet Pimpernel is set in France during the darkest
days of the Reign of Terror. Join the Pimpernel and his gallant crew as
they outwit the Committee of Public Safety and its agent Chauvelin again
and again. Aristocrats, clergy, shopgirls, even the Dauphin himself –
no one is beyond the Pimpernel's aid.

This book contains a complete chronology of the French Revolution,
game statistics for the Pimpernel and his major lieutenants, maps of
Paris and France in the 1790s, and four complete adventures, plus
sidebars on everything from fashion to politics . . . everything you
need for a swashbuckling campaign in the days when France turned
upside-down.

This book is designed for use with the GURPS Basic Set, but can be used as a sourcebook for any roleplaying game. GURPS Swashbucklers is highly recommended, but not required."

Friday, January 13, 2017

"GURPS Russia presents the Russian world from its
beginnings in the 10th century to its new beginnings in the early 18th.
In this book, the GM will find complete details on the history,
folklore, and daily life not of the Soviet Union or of the Imperial Age,
but of medieval Russia – a culture that seems all but forgotten in the
twentieth century, overborne and overshadowed by the U.S.S.R. To most
Westerners, the word "Russia" is synonymous with communism, nuclear war,
competing space programs, and WWI-level farm equipment serving in the
fields of The People.

This book puts characters into the Russia of the Middle Ages, from
the 10th century to the 18th. It also opens up the world of Russian
folklore and fairytales, where all sorts of interesting – and sometimes
frightening – creatures dwell."

Wednesday, January 11, 2017

Welcome to the Riverworld, where everyone who has ever lived is
reborn, from primitive cave-dwellers to astronauts . . . all on the
banks of a mighty river millions of miles long. At the end of that river
lies the ultimate secret of the universe – and the key to human
immortality!

The grand vision of Philip José Farmer's Riverworld series is brought to life in GURPS Riverworld.
Your character can be anyone who has ever walked the Earth – play
famous historical figures, or even yourself! Meet people from all across
history . . . re-create technology . . . form nations . . . build
riverboats and airships . . . journey to the Polar Sea and the Dark
Tower of the Ethicals!

Here is some of what you'll find in the 128 pages of GURPS Riverworld:

A complete history and overview of the Riverworld, covering the
land, technology and inhabitants of the planet, including a complete
chronology based on the five Riverworld novels.

Rules for creating three types of Riverworld characters – original
PCs from any time period, famous historical characters, and Riverworld
versions of yourself and your friends.

GURPS
statistics for major characters of the novels: Sir Richard Francis
Burton, Sam Clemens, Alice Hargreaves, the alien Monat, and many others.

A detailed and comprehensive system for constructing high-tech
riverboats, airplanes and airships, and rules for air and river combat.

Background information on the Ethicals, the wathans, the Dark Tower and the Computer.

Guidelines for running a GURPS Riverworld campaign, including Ethical player characters.

"Resurrection Day," an introductory adventure that can be used to start any campaign.

The adventure is just beginning – on the wondrous Riverworld! This book is designed for the Generic Universal Roleplaying System; you need only the GURPS Basic Set, Third Edition, to play. It can also be used as a sourcebook for any roleplaying game."

Tuesday, January 10, 2017

Ruthless Artificial Intelligences have exterminated most of humanity,
while the survivors are hunted like animals, or face slow death in the
robots' brutal labor camps. But a lucky few have escaped death or
enslavement. While most of mankind has succumbed to despair, some refuse
to give up hope. Around the world small groups of dedicated survivors
are forming, preparing to oppose the robot overlords and fight to free
mankind.

A worldbook for GURPS, Reign of Steel details mankind's struggle against his metal masters in a dark future. GURPS Reign of Steel utilizes the sleek rules from GURPS Robots, although you do not need Robots to play. Take on the role of the oppressed masses, and teach the robot overlords that technology can be made obsolete."

Monday, January 9, 2017

Sunday, January 8, 2017

"For decades readers of science fiction have enjoyed fantastic
adventures on the second planet of Tau Ceti, courtesy of the fertile
imagination of L. Sprague de Camp. Now gamers can join in the fun.

For the uninitiated, Krishna is a distant planet inhabited by
green-skinned beings very similar to humans. The world is the scene of
some of the most entertaining swashbuckling adventures ever written. As a
setting for roleplaying games it is a trove of wonders. Brave Earthmen
can engage in swordplay beneath the triple moons, and win the hand of a
beautiful green-haired princess! A pirate queen and her stalwart band
waylay ships on the Sadabao Sea! Tailed cannibals menace castaways on
the island of Fossanderan!

The world of Krishna is a combination of classic space opera with
hard-science realism and a dash of humor. If the Krishna stories are
space opera, they are space opera as written by Gilbert and Sullivan
rather than Wagner. The brave Earthman is liable to be a novice tour
guide or a scheming con artist. The pirate queen is fat and middle-aged.
And the tailed cannibals mend their ways after a stiff talking-to by an
Oxford man. On Krishna, a hero who wins the hand of a princess must
then live with the consequences of being married to a woman who lays
eggs, on a world where dinner is eaten still wiggling and executions are
a popular form of entertainment.

Since the entire planet is under an embargo which forbids the import
of advanced technology, adventurers cannot clank about in powered
battlesuits, menacing the natives with plasma cannon. On Krishna, the
Earthmen and the green-skinned natives are on an equal footing.
Characters must rely on their wits as much as on their swords. Game
Masters who are tired of players who shoot their way out of every
difficulty can see how well they do without their technological toys."

Saturday, January 7, 2017

"I met a traveller from an antique land
Who said: Two vast and trunkless legs of stone
Stand in the desert . . . Near them, on the sand,
Half sunk, a shattered visage lies, whose frown,
And wrinkled lip, and sneer of cold command,
Tell that its sculptor well those passions read
Which yet survive, stamped on these lifeless things,
The hand that mocked them, and the heart that fed:
And on the pedestal these words appear:
'My name is Ozymandias, king of kings:
Look on my works, ye Mighty, and despair!'
Nothing beside remains. Round the decay
Of that colossal wreck, boundless and bare
The lone and level sands stretch far away.

Percy Shelley, "Ozymandias"

GURPS Places of Mystery is designed for use with a very
wide range of games. This is a book of places and locations, chosen
because they all have at least a hint of the unusual about them. Some
are widely believed to be centres of great magic; others "merely" have
an interesting history, or unique features. Others again are simply
amazing tourist spots, for one reason or another. The sites chosen for
this book are nearly all buildings, cities, or other human
constructions. We've slipped in a few natural places of mystery, such as
Ayer's Rock (which is just as much a sacred site as the Church of the
Holy Sepulchre) and Loch Ness (which we just couldn't leave out), but
they are exceptions to prove our rule. The rule was instituted mostly
because of the space we had available, and the need for a consistent
"style." No doubt, someone could also write GURPS Geography and Geology,
and in fact it would have almost as much gaming potential. (And we'd
quite like to see it.) But this supplement is about the creations of
humanity – in humanity's slightly stranger moments.

Incidentally, some of the buildings mentioned in this book are intact
today, but time, nature, and the human tendency to fight wars being
what they are, many are in ruins, or actually lost. (One or two probably
never existed in the first place.) Still, ruins have lots of
atmosphere; remember the conclusion of Shelley's poem.

Friday, January 6, 2017

Generations ago, the orc-hordes swarmed east into the peaceful kingdom of Caithness. Now they're coming back.

Last time, it took an army to stop them.

This time, your lord is sending you . . .

Orcslayer is the first combat adventure for Man to Man.
It's both a combat game and a roleplaying adventure. Nine linked combat
scenarios are divided by roleplaying "interludes" – a whole new concept
in adventure supplements.

Orcslayer also includes the NPC Reaction Table from GURPS;
random encounters; four new maps (double-sized Castle Keep, Castle Wall
that can be duplicated to completely surround the Keep, and Cavern);
and 15 pre-generated NPCs of several different races. The book is
suitable for three-hole punching.

Orcslayer is set in the fantasy kingdom of Caithness –
which can become part of any GM's game-world. Further adventures will
use the same background, allowing the adventure to continue.

Thursday, January 5, 2017

The breakup of the USSR brings a thousand dangers, a thousand
tragedies, a thousand opportunities . . . and agents from around the
world rush to fight over the spoils.

This book contains four heart-pounding adventures by Thomas Kane, author of GURPS Espionage.

'These missions will challenge the craftiest spies.

Operation Endgame – Midnight, a top KGB agent, is hiding in
Copenhagen. Find her and convince her to come to the West instead of
selling her talents to Singapore – before a treacherous double agent
silences her.

Operation Loose Ends – Midnight has bad news about former
Soviet Army units trained for terrorism and assassination. Officially,
they've been disbanded. But they went political instead. Hunt down the
last six assassins – before they strike again . . .

Watching the Dragon – The Soviet terrorist unit was
stockpiling weapons – a lot of weapons. But no one's talking about their
intended destination – or why the Communist Chinese should support them
. . . Ferret out the reasons in Beijing, but don't get caught.

Sons of the Bear – As the USSR disbands, control slips, to
the dismay of loyal Soviet Army officers. One rebel officer fights
against dissolution to safeguard mankind from a terrible weapon; another
tries to grab power for himself. The showdown comes in the steppes of Kazakhstan."

Wednesday, January 4, 2017

The American frontier was a legend, even as it was happening.
Gunfighters, Indians, cowboys, miners and mountain men . . . the
"rust-eaters" who pushed the rails west . . . the Pony Express . . . the
Texas Rangers and the outlaws they fought . . . the settlers battling
fire, floods, stampedes and sickness . . . their adventures made the
nation what it is today!

GURPS Old West includes:

All the classic character types: the Cowhand, the Dude, the
Gunslinger, the Doc, the Gambler, the Outlaw and the Lawman . . . even
the town drunk.

Descriptions of authentic Western weaponry.

Maps showing the Westward expansion, trails, rail lines, and more – and a detailed timeline of significant events.

Descriptions of Indian tribes . . . and rules and spells for Indian magic!

Legends of the Old West . . . to come alive in your campaign.

The battles that shook the West, from the Indian uprisings to the Civil War.

Come West if you've got the guts for it. The weak die on the trail, and the cowards never leave home. Let's see what you're made of, pardner . . ."

Tuesday, January 3, 2017

"Welcome to the age of chivalry, fealty, and piety. GURPS Middle Ages 1
takes you to the rich, dark world of medieval England, where knights
fight for King and God, nobles trade favors and treachery, and peasants
work the land.

Three major periods are covered: the Saxon Kingdoms, Norman England,
and the High Middle Ages. Medieval combat is described at length, from
simple jousts to the deadly Crusades, with details on melee weapons,
siege weapons, armor, and castle defenses. Also included are magic,
religion, and beasts both real and mythical . . . plus maps of castles,
an abbey, and medieval England and France."

Advanced rules with a plethora of options like transforming and
combining machines that can turn into cycles or fighter planes, overload
boosters, psionic mecha, energy battlesuits, giant swords and shields,
even steampunk mecha!

Character creation rules for mecha-genre characters and cinematic aliens.

Advice on using mecha in everything from alien invasions to
superhero campaigns, and suggestions for running anime-themed
adventures.

Special combat rules that emphasize the cinematic nature of mecha
combat, as well as realistic rules for sensors, weapons and orbital
drops.

Sunday, January 1, 2017

"The ultimate hand-to-hand combat book! The 160-page GURPS Martial Arts Second Edition,
covers over 50 different armed and unarmed fighting arts, including the
historical and modern styles of both the East and the West, as well as
fantasy and science fiction styles, presented in both realistic and
cinematic forms. From the French fencing of swashbuckling cinema to
Kendo down at the dojo, from Kung Fu at the Shaolin Temple to Savate on
the piers of Marseilles, Martial Arts has it all (not to mention a
convenient lie-flat binding)."